/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2020 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** * * @modified Tom Clay, 2026 - Adapted for ReXGlue runtime */ #pragma once #include // Presenter REXCVAR_DECLARE(bool, present_render_pass_clear); REXCVAR_DECLARE(bool, present_letterbox); REXCVAR_DECLARE(int32_t, present_safe_area_x); REXCVAR_DECLARE(int32_t, present_safe_area_y); REXCVAR_DECLARE(std::string, present_effect); REXCVAR_DECLARE(double, present_cas_additional_sharpness); REXCVAR_DECLARE(int32_t, present_fsr_max_upsampling_passes); REXCVAR_DECLARE(double, present_fsr_sharpness_reduction); REXCVAR_DECLARE(std::string, present_fsr_quality_mode); REXCVAR_DECLARE(bool, present_dither); REXCVAR_DECLARE(bool, present_allow_overscan_cutoff); REXCVAR_DECLARE(bool, host_present_from_non_ui_thread); REXCVAR_DECLARE(int32_t, window_width); REXCVAR_DECLARE(int32_t, window_height); REXCVAR_DECLARE(bool, fullscreen); REXCVAR_DECLARE(int32_t, monitor); // D3D12 REXCVAR_DECLARE(bool, d3d12_debug); REXCVAR_DECLARE(bool, d3d12_break_on_error); REXCVAR_DECLARE(bool, d3d12_break_on_warning); REXCVAR_DECLARE(int32_t, d3d12_adapter); REXCVAR_DECLARE(int32_t, d3d12_queue_priority); REXCVAR_DECLARE(bool, d3d12_allow_variable_refresh_rate_and_tearing); // Vulkan REXCVAR_DECLARE(bool, vulkan_log_debug_messages); REXCVAR_DECLARE(bool, vulkan_allow_present_mode_immediate); REXCVAR_DECLARE(bool, vulkan_allow_present_mode_mailbox); REXCVAR_DECLARE(bool, vulkan_allow_present_mode_fifo_relaxed); REXCVAR_DECLARE(bool, vulkan_validation_enabled); REXCVAR_DECLARE(int32_t, vulkan_device); REXCVAR_DECLARE(bool, vulkan_prefer_geometry_shader); REXCVAR_DECLARE(bool, vulkan_prefer_fragment_stores_and_atomics); REXCVAR_DECLARE(bool, vulkan_prefer_vertex_pipeline_stores_and_atomics); REXCVAR_DECLARE(bool, vulkan_prefer_fill_mode_non_solid); REXCVAR_DECLARE(bool, vulkan_require_geometry_shader); REXCVAR_DECLARE(bool, vulkan_require_fragment_stores_and_atomics); REXCVAR_DECLARE(bool, vulkan_require_vertex_pipeline_stores_and_atomics); REXCVAR_DECLARE(bool, vulkan_require_fill_mode_non_solid);